Most welcome Mitgardians! Ofourse we also welcome new members: If you are new and want to join the fun here, you just think of a character/sigfig for yourself and start building. Don't forget to put in our green and yellow, the fierce Mitgardian colors! If you have any questions don't hesitate to ask. To get an impression of Mitgardia just read along.

Origins of Historica

The bard’s song tells a tale of a world long forgotten,

Race against race, clan against clan, shields clashed with swords; long ago when Men of the Lion fought Men of the Falcon, and human armies succumbed to Orcs and undead. Each group clashed with its neighbor for power, unleashing upon the world a great scourge, and the arcane land was thrown into chaos. When it all seemed but lost, a council of wise men and sages was summoned. From all the lands they came to convene in the old world’s great city; the fortress of Cedrica.
To settle the grievance and end a millennium of bloodshed, the sages declined all the treaties of old and joined all the clans into one mighty Kingdom; Historica. They founded the Four Great Regions- each one a realm in itself; - Mitgardia in the North, Nocturnus in the East, Kaliphlin in the South and Avalonia in the West, so that trade routes would spring up and clans would meet in the markets and not in the theater of war. The wise men chose a family of great honor, to uphold the truce and to keep the four guilds from dispute, and descendants of that mighty kin to this day rule the Central lands of Historica. So goes the legend. For ten decades the races of old have migrated and spread through the world, following the trade routes, establishing cultures and prospering towns.

Today, it is a world of wonder and natural beauty; a realm where a man and a woman may find peace. But peace is short lived…
Treacherous assassins have tried to murder the King! The capital is in shock and there will be repercussions; the Four Regions assemble their forces as the balance of power shifts, and blame is passed around. For the first time in a century, the guilds of Historica build up old defenses and prepare for the inevitable confrontation; everything hangs in the balance, and Historica is on the verge of chaos once more…
Guildsmen; this is the world you inhabit, this is the place where you will make your fortune, build a mighty empire and battle for the glory and honor of the banner…

Mitgardia is the northern-most realm of men in the world of Historia. It is a chilly, mountainous region covered from border to border by great mountain ranges, pine forests and frigid lakes. From the temperate climate of the Capitol City of Valholl, to the chilly Mountain Passes in its heart, all the way to the Frozen Tundra of its Northern Wastelands, Mitgardia is a beautiful and perilous place, inhabited by a multitude of settlers, indigenous tribes and creatures. This wonderland of frost is the home of the Great Guild of the North.

Guild Origins:

The Mitgardia Guild settled the Northlands in the last two centuries, following trade routes and seeking resources that were becoming scarce in the heartland of Historia. The first Guildsmen were pioneers and traders who bought and sold skins, timber and ore to the local Norsemen Clans. As they accumulated wealth, they founded small fishing villages along the coasts and rivers and soon the seeds of a mighty Nation were sown. Expansion brought territorial conflicts with the clans of the North, the cities of the Dwarves in the Mountains, and the Goblin and Orc tribes that scavenged the forests, but the well-funded and technologically superior Guildsmen managed to hold their own. Today the city of Valholl is major settlement, and well-fortified fortress of the Guild.

Religions/Major Gods:

Native Norsemen believe in a distinct hierarchy of old Gods, while settlers have their own official religion; an offshoot of Avalonian faith.The major God of the Norsemen is Gyhnran, who is worshiped and celebrated by Natives and Colonists alike. The native orc/goblin tribes have their own deities, and Dwarves believe in a type of ancestral worship. Although religion is a major part of people's daily life, it plays little in politics and ideology.

Inhabitants:

Guildsmen and women are colonists from the west who have become accustomed to living in the North; they make up the major population of Mitgardia, but the land has a diverse populace. Norse Clans, Dwarves, Goblins, Orcs and Barbarians inhabit the mountainous region, and each group has major settlements usually in the mountains or near river banks. Of note is the dwarven City of Omurtag in the Frosty Mountains; the largest such Dwarven city in all of Historia. Monstrous trolls, drakes and giants are said to live in the mountains; encounters with these is the major challenge to colonizing the frontier.

Terrain/Climate:

Largely mountainous, covered by pine forest with big human settlements near rivers and Indigenous Villages in the Frozen Wasteland. The capitol Valholl is significantly warmer and farming prospers behind its colossal gates. Fishing Villages are a common sight along the shores, and small towns that thrive off of timber are scattered throughout the Great Forests. Numerous towers and fortresses guard the Mountain passes in and out of Mitgardia; it is a land “fortified by the Gods” as the locals say.

The Guild is led by the monarch Jarl Nibelung who was born of both the native Norsemen and the Western Settlers, gaining him the support of both groups. He has ruled for three decades as a diplomatic and strategic mastermind, who tactfully weighs every option before making a judgment. He rules with his mind, and employs best of warriors as generals to inspire with heart. Rarely leaving the Guild fortress in Valholl, Jarl Nibelung is nonetheless well informed of all matters thought Mitgardia and the rest of Historia because of his extensive scout network. The Parliament of Mitgardia is a group of representative that help create Legislature, adress domestic issues, represent the common people of Mitgardia and share power with the Jarl. The group is led by a Prime Minister who is democratically elected by Guildsmen.
Afther the Jarl disappeared, Elon Chorian is steward of Mitgardia.

Membership is extended to all who wish to embrace the lifestyle of the Colonist Spirit, and take a little piece of the northlands for themselves, regardless of race, creed or previous alliance. Each member is sworn into allegiance by the Knights of Valholl and dedicates his life to expanding the realm and glory of the Mighty Guild of Mitgardia. Standard perks for joining include a large land grant for Guildsmen to build whatever structures they wish, be they towns, economic buildings, or structures of defense and offense. The might of the Mitgardian army is also at the back of any member who swears loyalty.
All Guildsmen must fly the colors of the Guild when completing structures; the banner of Nibelung. The green represents the emergence of new life from the snowy ground in which crops give rise to economic prosperity. The yellow is symbolic of the sunlight; the life force of the farmers in the North, as well as the symbol of illumination of the dark regions of the frontier through colonial settlement.

Elon Chorian - Guild Leader

Valholl: (The Mitgardian Capital)

Current Prime Minister:Besdarc Menteno (Ecclesiastes)

This is what I will do:

-Ministry for Defenses: I will set up a special ministry for defenses. So that our borders are as well protected as the strong walls of Ondylion. There will be more border patrols and garrisons along the borders and roads. Beacons will be all across Mitgardia not only from Ondylion to Valholl. This way we can act fast and strike hard. You think it's not important? Look around you, nothing more is needed now.

-Social Security: I will also give Mitgardia a system that provides everyone to live in health. Not less taxes just a better system. So that the poor have more money to spend on food and clothing and the ritch do not spill that much on to much clothing and food that is just making them fat. The taxes for rich people will be max 55% of their income, starting by people who own two acres. No higher because a famous Mitgardian once said: "The problem with socialism is that eventually you run out of other people's money."

Khorne signing up for Northern Chill .First task: create a character
Chief Childeric pledges his allegiance, and that of his mighty tribe the Frankarlings, to the Guild of Midgardia. He swears to uphold its values and protect its interests from the various marauding enemies that prey on it. In return, he only requests a part of arable land, land that was taken from his people by colonists.Second task: design look and feel of the armySince the people inhabiting Midgardia are very diverse, I felt the army need a diverse feel to it too. The army could be made up from official Guildsmen, people who are equipped by the Guild of Midgardia. They will be aided by allied Nordic tribes. Tribes who pledge their allegiance to the Guild, but who are not quite regarded as "full" Guildsmen yet and thus have no right to official Guild equipment. Lastly, there are the lowly colonists. Individuals who live on the fringes of civilisation. They defend themselves with whatever means they've got.

Official Guildsmen troopers are backed by the financial power of the Guild. As such, there equipment is rather uniform, based on local traditions (the shields, weapons) and western customs (helmets, chainmail, tactics). Of course, minor differences still exist and some men buy their own, maybe better, equipment instead. This is especially the case for the higher echelons of the army. Officers will often buy ornate, hand-made armour crafted by the local expert blacksmiths. Standard issue brown cloaks keep the troops warm in this harsh environment. Below their simple chainmail hauberk, thse soldiers wear a green tunic and (dark) tan pants. They use a wide range of helmets, but are almost always of the pearl dark gray type.

Northern barbaric Allies are not equipped by the Guild. They use their own weapons and armour and their armies are truly diverse. Often, but not always their are headed by a Guild officer. The only items denoting their allegiance are the green-yellow banners and the occasional piece of green clothing. Stubborn Dwarven auxiliaries who only help the Guild and do not wish to sever their connection with their own clan fall in this category as well. As the Norse, they use their own superior equipment.

Finally the colonist "soldiers". I don't have a picture of these yet, but I already have an idea how I would portray these. Think Wild West/Firefly/Serenity mixed with Northern barbarians/medieval stuff. That's my rough idea, I don't know how I will translate that into Lego, though . As said before, the colonist form individual cliques, based on the edges of Guild territory. They live in settlements with little official Guild soldiers or officials. They have to rely on their own to defend their homes. I wanted these guys to look like a ragtag bunch of militia, but still capable of putting up quite a fight.

if I only had a yellow flag, I'd post my new avatar right away ...
Anyway, I'm really gald I joined this guild, bearing the cold for most of the time we are the toughest of all warriours!!

Edit:

Nah, srew that yellow flag .. If you don't dare, I'll simply introduce myself on my own. My name is Steen Larsson, carpenter by trade and descendent of one of the first settler families. Normally I'm a rather peacelovin' fellow who doesn't enjoy anything more than having friends around and a good cup of mead. However, when orks, wizzards or other unholy creatures appear in my backyard threatening my kids, my grandma's southern temper (she was a Kaliphlin princes brought to Mitgardia as a slave) gets gets me going with relentless rage ...

Edited by kabel, 09 November 2011 - 07:46 PM.

Steen LarssonCarpenterRoyal Architect of Mitgardia and Vice Admiral of the Mitgardian fleet

I am Than-Reya, speaker for the Urk'cape tribe. We pledge our allegiance to the Mitgardia Guild and pledge the support of our warriors when required to defend the Northern lands.

Urk'cape is a small village of fishers in the moderate climate region of the Northern lands. They have fished and traded at their lake for many generations. Most members of the tribe stay close to home (though some young men do go on a journey at a certain age to find a wife from outside the tribe) and the tribe doesn't grow much in numbers. We would rather keep to ourselves and not overpopulate the lands or weigh heavily on Mother Nature's resources.

We do have a well-trained, if small, warrior force. Taking pride in the task of creating his own uniform to exacting specifications and learning fighting skills, our warriors are focused and determined. They don't wear any extra clothing or armor that is not needed for the specific assignment and this way they are kept lighter on their feet compared to those weighed down in heavy plate armor.

There are two main units for the Urk'cape warriors. The leather belted Margliuard who are pure warriors and actually don't fish at all. These men usually come from a long line of Margliuard fighters and are trained from a very young age. These are the front-line in any battle and can use any weapons though they usually like the spear due to it's reach and multiple uses. The Mas'ste are fisherman that have moved onto being warriors or are only part-time warriors when needed. They have full training but are not as skilled as the Margliuard, therefore, they are allowed to wear one piece of metal armor that can protect them about the neck and chest. They usually carry a trident or knife. The Urk'cape warriors do not use swords if possible, though the Margliuard are trained with them in case a time in battle requires the use of a sword.

Not really part of the regular Mitgardian army but nevertheless a fighting force not to be forgotten, the warriors of the indigenous tribes in the Frozen Wastelands far north are swift and skilled fighters. They can travel great distances by ski (they use the shorter one to kick with and the long one to glide on, just as the first skis in our own world worked ) or by sledge drawn by their half-tamed polar bears. The indigenous tribes usually tries to live by themselves and not be controlled by the other forces in Mitgardia, but through the trade with the Guild they have become more aware of the outside world and adventurous youngsters can be found amongst the soldiers of the Guild.

On ski:

By bear sledge:

Edit: I almost forgot, I really like your soldiers Khorne! I think it's a great idea to have a few Official soldiers of the Guild, but the bulk of the army is made up by the colonist militia and top it with various barbaric tribes.

I am already loving what I'm seeing! Etzel, Khorne and Inventor you guys hit the nail on the head with the mini figure designs and descriptions! Kabel, great start, it's ok not to have the yellow flag at this point, just try to get some before the building challenges.

darkdragon: Welcome to the Guild! Looking forward to your sigfig

To all others who want to sign up but don't have a picture; you can simply declare your loyalty and later edit your post with picture. We are at this stage trying to get a critical mass of Guildsmen to ensure the North will reign supreme!

"Humans need fantasy to be human. To be the place where the falling angel meets the rising ape."
— Terry Pratchett

I really wish we could change the banner colors to Blue and Gold, the banner colors are alittle too similar to Avalonia...and since crownies are appearing in the north... frozen lands, blue would be a much suitable color...

I really wish we could change the banner colors to Blue and Gold, the banner colors are a little too similar to Avalonia...and since crownies are appearing in the north... frozen lands, blue would be a much suitable color...

The banner was chosen carefully so that it gives the most interesting color combo with relatively common flags. The green and yellow compliment each other well and look good decorating most grey, brown and tan walls, not to mention, how they stand out on a snowy field.

Blue is a treacherous color of the Southern Wastelands and as such should be avoided at all costs. Gold is the color of Nocturnus, and is equally treacherous.
Although dark and sand green are indeed the color of Avalonia, our banners can clearly be distinguished by the glorious stripe of yellow that is as unique as the North. So have no fear, the green and yellow will cover the North from border to border!From the masts of our ships, to the highest of mountain passes, from the humblest village to the mightiest fortress... You get my point.

"Humans need fantasy to be human. To be the place where the falling angel meets the rising ape."
— Terry Pratchett

The banner was chosen carefully so that it gives the most interesting color combo with relatively common flags. The green and yellow compliment each other well and look good decorating most grey, brown and tan walls, not to mention, how they stand out on a snowy field.

Blue is a treacherous color of the Southern Wastelands and as such should be avoided at all costs. Gold is the color of Nocturnus, and is equally treacherous.
Although dark and sand green are indeed the color of Avalonia, our banners can clearly be distinguished by the glorious stripe of yellow that is as unique as the North. So have no fear, the green and yellow will cover the North from border to border!From the masts of our ships, to the highest of mountain passes, from the humblest village to the mightiest fortress... You get my point.

The north – true north, the north of the north – is a really harsh and merciless environment, but nonetheless it does sustains many small clans of hunters, fishers and herdsmen. Some have probably been there for thousands of years, indigenous, while some have been pushed there only recently (in the big scheme of things) by the slow advancement of southern settlers to the more temperate parts of Mitgardia. The northeners have traditionally minded their own business only and even fought wars against any endeavours to bring the tundra people under the rule of any king or ruler, or guild for that matter. But during the last hundred years this has started to change, with one clan after another having acknowledged the rule of the Mitgardia Guild and yielded. It has been greatly to the benefit of the clans.

This is Halti son of Halti, of the Clan of the Great Elk. He pledges his allegiance to the Guild, after his father and father's father before him.

Baroness La Flaga, once a she-elf princess of the West, fell in love with a human Baron from the North, a nobleman from King Jarl Nibelung's court, and thus broke a sacred law in her elf-clan. For that, she was sent to exile to the North, where she must repent, and also tasked with watching over the North Eastern Passage. Rumor has it a dark shadow arises in the East, immune to the cold, and spread fear and death to Men, Elf, Dwarf and Orc alike.

She does not travel alone, for Elves of the many West clans have sent their own guards, veterans, and adventurous elves who do not wish to wait forever for a prophecy to bring peace to the land. She also has the might of her husband's army and coastal fortresses and ports to support her.
With the lore and magical spells of the Elven kind, they have tamed many wild beasts of the cold, that will otherwise have eaten Norsemen, hapless orcs and dig out poor dwarves.

They must put aside old feuds with the dwarves and the trolls, because a new and greater evil threatens all of the Northern Guild.

I do apologise for the colour scheme of the chariot, had built it a while before more details came out for guild colours. Will edit with new pictures and correct colour flags once it is up and make it my avatar.

There has been a call for all the Houses, tribes and village leaders of Mitgardia to meetup and renew terms and peace talks. Orc King Gorkill and his procession march to meet the other Lords and Leaders of the Guild.

Edit: I almost forgot, I really like your soldiers Khorne! I think it's a great idea to have a few Official soldiers of the Guild, but the bulk of the army is made up by the colonist militia and top it with various barbaric tribes.

Thanks! I really like your soldiers, too. The sledge looks terrific and the fact that an icebear pulls it only makes it better !
As for my troops, it's the most realistic composition I think, since the guild of Midgardia is a colonial power and most colonial power had to rely on native people to supplement their own small, but professional armies.

Sirens-Of-Titan, on 09 November 2011 - 09:30 PM, said:

Welcome the the Guild Everyone!

I am already loving what I'm seeing! Etzel, Khorne and Inventor you guys hit the nail on the head with the mini figure designs and descriptions! Kabel, great start, it's ok not to have the yellow flag at this point, just try to get some before the building challenges.

The men of the great city Ondylian are proud to be on your side Jarl Nibelung!

The city of Ondylion is located at the southern borders of the mighty North and is ruled by Elon Chorian. He and his men are feared by their enemies and respected by all the citizens. They are known for their justice and fighting-skills. If the South invades, Ondeylian will crush them!

Elon Chorian

His sons: Bilhan Chorian, leader of the horsemen. Jitran Chorian, leader of the footmen.

Disan: Elon's righthand for many years. With the help of his owl Akan, he knows and sees everything what's going on at the borders. So he is the perfect spy.

Welcome all, welcome! It's pure joy looking through your pictures! I like the diversity of our army, and the way two distinct groups have emerged.

I propose that this is the look of our standard army based on popular designs.

So green arms, yellow dragon ornaments, viking/crownie era torsos and bullet helms.
For future reference and uniformity, the banner should be displayed with the green on the left when it is hanging down, or with the green on top when the flags are flailing sideways.

Wonderful job on the barbarian factions as well, I may add a few Norsemen of my own later today.

Keep up the phenomenal work everyone! You make your guild proud, I know we will rule the first build challenge!

"Humans need fantasy to be human. To be the place where the falling angel meets the rising ape."
— Terry Pratchett

Another auxilia unit frequently employed by the Midgardian army are the famed Norse marauder horsemen. These units are formed by daring Norsemen, rich enough to purchase and upkeep a horse. The stout, thick fur clad Nordic horse is smaller than its southern counterparts, but is nevertheless deceptively fast. The horsemen are only lightly armed and make heavy use of hit-and-run tactics to harass their enemies. Well-trained in the deadly use of the throwing axe and javelin, these men have proven their worth over and over again for the Guild's cause.